oosyrag's Recent Forum Activity

  • You've got something else in your project that's moving it then, perhaps an event or behavior.

  • Put it on a layer with parallax 0

  • Drawing canvas has some nuances to it, I'm not too familiar with it myself.

    If your fish object is the one with the blending mode on it, try pasting the texture first before pasting the fish.

    dropbox.com/s/602zyzqckrzarsy/drawingcanvastextureexample.c3p

  • Alternatively, you can just use the on arrived trigger in the moveto behavior to turn on the sine movement. I prefer states though, as they are usually easier to organize and clearly defined.

  • You want to set up what is called a state machine. Use an instance variable to keep track of the state of the boss.

    In this case, you have two states: moving hands to ceiling (1), and slam on ceiling (2).

    So on trigger, set boss.state to 1

    If boss.state is 1, trigger once - hands moveto/tween to ceiling

    On move completed, set state to 2

    If boss.state is 2, enable sine, start timer

    On timer completed, set boss.state to 0, disable sine.

    You can add states and behaviors however you want afterwards as well, the instance variable keeps track of what the boss should be doing at any given time.

  • In that case, you'll probably want to work out a slightly more complicated system using the drawing canvas object.

    You'll use the layer with force own texture as a temporary space to "build" the object and texture, then paste them together onto a drawing canvas object.

  • Anything you can put on a webpage, you can put in Construct. That said, what you are describing sounds like it would be much more suitable to be developed as a webpage rather than a Construct app.

  • RecordingURL

    In On recording ready, a URL that can be used to download the recorded video file. Use the Browser object's Invoke download action to download this.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/video-recorder

  • Set the "viewport fit" project property to "cover".

    Note this may result in the notch covering part of your game.

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  • 1 byte can contain up to 255 digits

    2 bytes up to about 65 thousand

    4 bytes up to 4 million

    8 bytes up to 18 quadrillion

    Low precision syncing (2 bytes) is indeed usually more than enough for most cases, as far as numbers go. You'll probably know when you need higher precision when you need it.

    It is most obvious when dealing with bitwise toggles. 1 byte has 8 bits, which is more or less 8 on/off toggles, or true/false statements. This is usually used to represent inputs, or keypresses, to determine what keys are down at a given time. 2 bytes increases that to 16 bits, 4 to 32, and 8 to 64. Again, 16 is usually more than enough (we only have 10 fingers to input things with!), but you can send a lot of stateful information besides just inputs for each client in the same packet if you use a higher precision sync. Again, you'll know when you need it.

    Also consider that a single ascii character requires 1 whole byte. So to sync just a 4 character string (converted to a value), for example the peerid, it would require 4 bytes. But don't do that, because peerID's shouldn't change and you should never need to actually sync it.

    One more thing I thought of, but I don't know how big an effect it actually has, is that the more precise a value is, the less of an effect rounding error will have. Rounding errors that build up over time result in desync between clients, which is a major headache for any sort of multiplayer environment or net code.

  • You'll want both of the sprite objects (the base object and the texture) on their own layer, and turn on the "Force own texture" property of that layer. That isolates the layer from the rest of the project.

  • Looks like it should be 8x8. Make sure your character set matches the available characters in the image.

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oosyrag

Member since 20 Feb, 2013

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